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	<title>Game Design Ideas</title>
	<link>http://www.gamedesignideas.com</link>
	<description>Game Design, Artificial Intelligence, Complex Systems</description>
	<lastBuildDate>Wed, 10 Mar 2010 03:41:19 +0000</lastBuildDate>
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	<language>en</language>
	
	<item>
		<title>Towards Human-Like AI in Video Games</title>
		<description><![CDATA[Whenever I watch Starwars movies, I have this nagging feeling that R2D2 might just be more intelligent that C3PO, a fact that everyone else seemed not to agree with! The way I see it, it is R2D2 who normally gets everyone out of trouble, and it is him who provides the more practical solutions to most problem. Why then is it that we are encouraged to think of C3PO as the more intelligent robot? Is it merely his exterior humanoid shell, as opposed to the embryonic egg-like shape of his beeping brother? Or is it the fact that he makes such a show of his emotions all the time? And what is "intelligence" anyways? Do C3PO's angst attacks qualify as intelligence?

O....K! I almost opened a can of worms there, but I do want to make a point- that problem solving and adapting to new situations (R2D2) are probably a big part of any definition of intelligence…while depression and angst (C3PO), while indicative of some sort of internal world-view simulation, don’t necessarily constitute intelligent behavior. Despite this fact, I argue that creating a semblance of the latter in your NPCs, i.e. simulating a C3PO-like behavior, makes for a more believable AI than does simulating R2D2-like AI.]]></description>
		<link>http://www.gamedesignideas.com/video-games/towards-human-like-ai-in-video-games.html</link>
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		<title>Defining Emergence and Complexity in Video Games</title>
		<description><![CDATA[In this article I will discuss the concepts of complexity and emergence citing Dwarf Fortress and other games as examples, and try to give two definitions of complexity both in game play (discovered by the player) and in the game systems themselves (embedded by the developers).]]></description>
		<link>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html</link>
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		<title>The Perfect Game – Limbo</title>
		<description><![CDATA[Sooooo...What does “Avatar” have to do with what I would like to call “the perfect game” and what is "Limbo"? 

Well,...just as the avatar machine technology allows Jake Sully to delve into an alternate reality, where he is stronger and faster, and able to walk, and experience a “new” world, to the point where it changes him, the perfect video game could, and should change how you see the world by allowing you to experience the results (long- and short-term) of your actions, and by enabling you to show, and share your emotions with other inhabitants of the “game world”, which I will call “Limbo”. In this article, I have tried to describe how such an alternate world should look and feel like, and how it can be realized without “avatar-level” technologies! ]]></description>
		<link>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html</link>
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		<title>Designing for Emergence in Video Games</title>
		<description><![CDATA[In this article, I will borrow concepts from the field of cellular automata and by studying the correspondence between CAs and video games, I am hoping to draw on the accumulated knowledge about CAs and apply it to the less formalized field of computer game design. The reason why I chose CAs as the source of comparison is the fact that they are probably the simplest constructs capable of clearly displaying emergent behavior (besides some sets of differential equations, but those are not as intuitive).]]></description>
		<link>http://www.gamedesignideas.com/video-games/designing-for-emergence-in-video-games.html</link>
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	<item>
		<title>Morality in Games &#8211; The Developer’s Side of the Story</title>
		<description><![CDATA[Mass Effect 2 Moral Choice Dialogue

There’s been a lot of talk about Morality in games, and the argument boils down to two basic schools: One group think that developing a sense of morals is the ultimate goal of games, and even all arts, while the other group (and sadly, that’s the majority of developers) believe that morality is better left to other media, or maybe even best kept at a personal level, while creating “fun” should be the holy grail of games. I think I gave away my point of view right there: I believe that a great game will and should make the player a better person. In this article I will talk about the factors that have so far kept us from creating a coherent and deeply engaging morality system, and how we might be able to do better.]]></description>
		<link>http://www.gamedesignideas.com/video-games/morality-in-games-the-developer%e2%80%99s-side-of-the-story.html</link>
			</item>
	<item>
		<title>Serious Game: Wellsite Simulator for Oilfield Operators</title>
		<description><![CDATA[<a href="http://www.gamedesignideas.com/serious-games/serious-game-wellsite-simulator-for-oilfield-operators.html/attachment/oilfieldsim-screenshot14" rel="attachment wp-att-99"><img src="http://www.gamedesignideas.com/wp-content/uploads/OilfieldSim-Screenshot14.jpg" alt="" title="OilfieldSim-Screenshot14" class="aligncenter size-full wp-image-99" height="375" width="500"></a>

Back in 2005, I quit my job as a well-test engineer in order to start making games, my only passion, besides AI. At some point, a programmer friend and I created a prototype of a fully interactive training environment for oilfield operators. With my knowledge of oilfield equipment and operations, and his knowledge of 3D engine programming, it seemed the right thing to do. I tried to demonstrate the main features of the project along with some screenshots in this article.]]></description>
		<link>http://www.gamedesignideas.com/serious-games/serious-game-wellsite-simulator-for-oilfield-operators.html</link>
			</item>
	<item>
		<title>Book Review: &#8220;A Theory of Fun for Game design&#8221; by Raph Koster</title>
		<description><![CDATA[Summary: In “A Theory of Fun for Game Design” Raph Koster, veteran game designer and developer, discusses game design issues in understandable terms, accompanied by funny cartoons. The book is highly informative and chock-full of innovative insights into the “fun” factor of games, a joy to read, and it is sprinkled over with Raph’s humor, anecdotes, and delightful insights.]]></description>
		<link>http://www.gamedesignideas.com/book-review/book-review-a-theory-of-fun-for-game-design-by-raph-koster.html</link>
			</item>
	<item>
		<title>Book Review: &#8220;AI Techniques for Game Programmers&#8221;</title>
		<description><![CDATA[Summary: “AI Techniques for Game Programmers” reads like a book for high school students, and though it tries, it barely manages to touch on real-world game applications of the soft-computing methods it introduces to the reader.]]></description>
		<link>http://www.gamedesignideas.com/book-review/book-review-ai-techniques-for-game-programmers.html</link>
			</item>
	<item>
		<title>Interactive Storytelling and the Problem of Human Behavior Modeling</title>
		<description><![CDATA[Interactive storytelling has been a buzzword in many conferences on gaming lately, and we are to thank Chris Crawford for that. Unfortunately, despite some claims of developers of getting closer to that holy grail of interactivity, any effort in the right direction has been negligible, in part due to the vague definition of what the term “interactive storytelling” encapsulates. For example, it is obvious that there cannot be a story without “agents making intelligent choices”, i.e. if all our agents would make random decisions on their next actions, stories will not develop. On the other hand, how “intelligent” do our story characters really need to be? This is where opinions start to diverge greatly, and the answer really depends on the type of game wherein interactive storytelling is to be embedded.
In this article I will try to offer my view of what interactive storytelling is, how it ties into the modeling of human-like AI agents and discuss the three main approaches to human behavior modeling that are being researched nowadays.]]></description>
		<link>http://www.gamedesignideas.com/video-games/story/interactive-storytelling-and-the-problem-of-human-behavior-modeling.html</link>
			</item>
	<item>
		<title>&#8230;Finally!</title>
		<description><![CDATA[
I have been trying to migrate this website from Joomla 1.0 to Wordpress for a long time. A few weeks ago a short browse for new templates and plugins revealed that most are only compatible with Joomla 1.5. That was the final push,&#8230;and here I am. I will try to import all the documents and [...]]]></description>
		<link>http://www.gamedesignideas.com/ramble/finally.html</link>
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